本文整理汇总了C++中SoundPlayer::play方法的典型用法代码示例。如果您正苦于以下问题:C++ SoundPlayer::play方法的具体用法?C++ SoundPlayer::play怎么用?C++ SoundPlayer::play使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SoundPlayer
的用法示例。
在下文中一共展示了SoundPlayer::play方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onInit
// 初期化
void FirstSceneController::onInit() {
LOGD("FirstSceneController::onInit()");
ApplicationController *ctr = ApplicationController::SharedInstance();
// 音読み込み
int bgmid = SoundPlayer::loadBGM("sound/bgm_house.ogg");
SoundPlayer *player = SoundPlayer::SharedInstance();
player->play(bgmid);
sid = SoundPlayer::loadSE("sound/se_yay.ogg");
// シーン作成
Scene_ptr sceneMain(new Scene("SceneFirst"));
// プレート追加
Figure_ptr fig;
fig = Figure_ptr(new Figure("Fig"));
fig->mesh = PrimitiveObject::createPlate(Sizef(5, 5));
// マテリアルとシェーダー設定
fig->material = Material_ptr(new Material());
fig->material->texture0 = Texture_ptr(new Texture("model/gclue_logo.png"));
fig->material->ambientColor = Colorf(0, 0, 0.5);
// fig->shader = ShaderManager::GetShader(ShaderTypeColor);
// fig->shader = ShaderManager::GetShader(ShaderTypeFlat);
fig->shader = ShaderManager::GetShader(ShaderTypeTex);
fig->transform.translate(0, 3, 0);
fig->touchEventListener = this;
fig->isTouchable = true;
// シーン変更
sceneMain->addChildNode(fig);
ctr->sceneMap[1] = sceneMain;
ctr->changeScene(1);
}
示例2: trigSound
void EmulApp::trigSound(int sndtrig)
{
const bool dostop = sndtrig < 0;
const unsigned snd = dostop ? -sndtrig : sndtrig;
lastSndEvt = sndtrig;
SoundPlayerMap::iterator it = soundPlayerMap.find(snd);
SoundPlayer *sp = 0;
if (it == soundPlayerMap.end()) {
Error() << "Triggered unknown sound " << snd;
return;
}
else sp = it->second;
Debug() << "Got sound trig " << sndtrig << " for filename `" << sp->fileName() << "'";
if (dostop) {
//Debug() << "sound " << snd << " stop";
sp->stop();
controlwin->untriggeredSound(snd);
} else {
//Debug() << "sound " << snd << " play";
sp->stop();
sp->play();
controlwin->triggeredSound(snd);
}
}
示例3: onTouchNode
// ノードタッチイベント
void FirstSceneController::onTouchNode(TouchableNode& node, const TouchEvent &event) {
if (event.action == TouchActionDown) {
// 音再生
SoundPlayer *player = SoundPlayer::SharedInstance();
player->play(sid);
// シーン遷移
ApplicationController *ctr = ApplicationController::SharedInstance();
ctr->changeScene(2);
// サブウィンドウ表示
Window_ptr mainWindow = ctr->windowArray[1];
mainWindow->isVisible = true;
}
}
示例4: playSound
//--------------------------------------------------------------
void SoundManager::playSound(string name, bool isLoop, float volume, int* speakers,int nbSpeakers)
{
SoundPlayer* pSoundPlayer = getSoundPlayer(name);
if (pSoundPlayer)
{
if (speakers == 0)
pSoundPlayer->play();
else
pSoundPlayer->playTo(speakers,nbSpeakers);
pSoundPlayer->setLoop(isLoop);
pSoundPlayer->setVolume(volume);
}
}
示例5: RootController
RootController(ci::JsonTree& params,
ci::TimelineRef timeline,
Event<std::vector<Touch> >& touch_event) noexcept :
params_(params),
timeline_(timeline),
ui_camera_(createCamera(params["ui_view.camera"])),
fov_(ui_camera_.getFov()),
near_z_(ui_camera_.getNearClip()),
far_z_(ui_camera_.getFarClip()),
autolayout_(ui_camera_),
touch_event_(touch_event),
view_creator_(params, timeline, ui_camera_, autolayout_, event_, touch_event),
sound_(params["sounds"]),
background_(Json::getColor<float>(params["app.background"])),
records_(params["version"].getValue<float>())
{
DOUT << "RootController()" << std::endl;
event_.connect("begin-progress",
[this](const Connection&, EventParam& param) noexcept {
addController<ProgressController>(params_, timeline_, event_,
view_creator_.create("ui_progress.json"));
});
event_.connect("begin-gameover",
[this](const Connection&, EventParam& param) noexcept {
addController<GameoverController>(params_, timeline_, event_,
param,
view_creator_.create("ui_gameover.json"));
});
event_.connect("begin-stageclear",
[this](const Connection&, EventParam& param) noexcept {
addController<StageclearController>(params_, timeline_, event_, param,
view_creator_.create("ui_stageclear.json"));
});
event_.connect("begin-pause",
[this](const Connection&, EventParam& param) noexcept {
addController<PauseController>(params_, timeline_, event_,
view_creator_.create("ui_pause.json"));
});
event_.connect("begin-records",
[this](const Connection&, EventParam& param) noexcept {
EventParam records = {
{ "total_play", records_.getTotalPlayNum() },
{ "total_time", records_.getTotalPlayTime() },
{ "high_score", records_.getHighScore() },
{ "total_item", records_.getTotalItemNum() },
{ "stage_ranks", records_.stageRanks() },
};
addController<RecordsController>(params_, timeline_, event_, records,
view_creator_.create("ui_records.json"));
});
event_.connect("begin-credits",
[this](const Connection&, EventParam& param) noexcept {
addController<CreditsController>(params_, timeline_, event_,
view_creator_.create("ui_credits.json"));
});
event_.connect("begin-title",
[this](const Connection&, EventParam& param) noexcept {
startTitle(param);
});
event_.connect("begin-settings",
[this](const Connection&, EventParam& param) noexcept {
addController<SettingsController>(params_, timeline_, event_, records_,
view_creator_.create("ui_settings.json"));
});
event_.connect("begin-regulat-stageclear",
[this](const Connection&, EventParam& param) noexcept {
addController<AllStageClearController>(params_["regular_stageclear"], timeline_, event_,
param,
view_creator_.create("ui_regularstageclear.json"));
});
event_.connect("begin-all-stageclear",
[this](const Connection&, EventParam& param) noexcept {
addController<AllStageClearController>(params_["all_stageclear"], timeline_, event_,
param,
view_creator_.create("ui_allstageclear.json"));
});
// GameOver時に色々チェック
event_.connect("check-after-gameover",
[this](const Connection&, EventParam& param) noexcept {
DOUT << "check-after-gameover" << std::endl;
Rating::popup([this]() {
AppSupport::pauseDraw(true);
},
[this]() {
AppSupport::pauseDraw(false);
});
Achievment::atGameOver(records_);
});
//.........这里部分代码省略.........